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Physics2D.OverlapArea

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public static Collider2D OverlapArea(Vector2 pointA, Vector2 pointB, int layerMask = DefaultRaycastLayers, float minDepth = -Mathf.Infinity, float maxDepth = Mathf.Infinity);

Parameters

pointAOne corner of the rectangle.
pointBDiagonally opposite the point A corner of the rectangle.
layerMaskFilter to check objects only on specific layers.
minDepthOnly include objects with a Z coordinate (depth) greater than or equal to this value.
maxDepthOnly include objects with a Z coordinate (depth) less than or equal to this value.

Returns

Collider2D The collider overlapping the area.

Description

Checks if a collider falls within a rectangular area.

The rectangle is defined by two diagonally opposite corner coordinates in world space. You can think of these as top-left and bottom-right but the test will still work if the ordering of the points is reversed. The optional layerMask allows the test to check only for objects on specific layers.

Although the Z axis is not relevant for rendering or collisions in 2D, you can use the minDepth and maxDepth parameters to filter objects based on their Z coordinate. If more than one collider falls within the area then the one returned will be the one with the lowest Z coordinate value. Null is returned if there are no colliders in the area.

See Also: OverlapAreaAll & OverlapAreaNonAlloc.


public static int OverlapArea(Vector2 pointA, Vector2 pointB, ContactFilter2D contactFilter, Collider2D[] results);

Parameters

pointAOne corner of the rectangle.
pointBDiagonally opposite the point A corner of the rectangle.
contactFilterThe contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.
resultsThe array to receive results. The size of the array determines the maximum number of results that can be returned.

Returns

int Returns the number of results placed in the results array.

Description

Checks if a collider falls within a rectangular area.

The rectangle is defined by two diagonally opposite corner coordinates in world space. You can think of these as top-left and bottom-right but the test will still work if the ordering of the points is reversed.

This function returns the number of colliders found and places those colliders in the results array. The results can also be filtered by the contactFilter. Note that filtering by normal angle is not available for overlap functions.


public static int OverlapArea(Vector2 pointA, Vector2 pointB, ContactFilter2D contactFilter, List<Collider2D> results);

Parameters

pointAOne corner of the rectangle.
pointBDiagonally opposite the point A corner of the rectangle.
contactFilterThe contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.
resultsThe list to receive results.

Returns

int Returns the number of results placed in the results list.

Description

Checks if a Collider falls within a rectangular area.

The rectangle is defined by two diagonally opposite corner coordinates in world space. You can think of these as top-left and bottom-right but the test will still work if the ordering of the points is reversed.

The integer return value is the number of results written into the results list. The results list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the results list does not need to be resized, and improves garbage collection performance when the query is performed frequently.

The results can also be filtered by the contactFilter.

Note that filtering by normal angle is not available for overlap functions.

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